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Social Interaction
     Design
   An Introduction to SxD
         Adrian Chan
         Gravity7.com
What is SxD?
           •     Design of social media

                •      Involves all web design disciplines: User Interface,
                       Interaction design, Experience design, Information
                       Architecture

           •     Social media include networked applications that permit
                 direct and indirect, private and public communication and
                 interaction

           •     Social media platforms may be computer-based or mobile,
                 even game platforms

           •     They engage the participation of users

           •     User participation produces mediated social practices

by Adrian Chan, 2007                          Gravity7
Social media
           •     Social media are reshaping the marketplace for information
                 and knowledge, goods and services

           •     They supplement marketplaces with the power of
                 communication

           •     Communication unfolds in the form of conversations of
                 varying depth, reach, and speed

           •     Relationships inform the availability and value of information

           •     All of which is changing the way our culture produces and
                 consumes value

           •     And presents a challenge to mass media and the organization
                 of conventional media-based marketplaces

by Adrian Chan, 2007                      Gravity7
Social media
           •     Social media are not just websites, but are dynamic social
                 systems

           •     Their User Interface is a Social Interface

           •     Their content is people

           •     Their people are contributors

           •     Their contributions communicate

           •     That communication is a form of talk

           •     That talk is informed by design



by Adrian Chan, 2007                       Gravity7
The trade: Social Media




by Adrian Chan, 2007   Gravity7
Socializing Media	
           •     Social media = paradigm shift in marketing and advertising

                •      consumers participate in production and messaging

                •      messages are their own, and have authenticity

                •      using their relationships and social networks for
                       communication

                •      on the basis of their own interests

           •     How social media structure and organize talk changes
                 branding, marketing, and advertising

           •     At stake is how markets produce and consume value


by Adrian Chan, 2007                         Gravity7
Socializing Markets
           •     Social media cultivate culture

           •     Social media socialize consumption

           •     Social media democratize production

           •     Social media proliferate communication

           •     Social media network audiences

           •     Social media relationize connections




by Adrian Chan, 2007                      Gravity7
How is SxD different?
           •     Social Interaction Design approaches social media are “talk
                 systems”

           •     SxD shapes, informs, organizes, structures, and arranges this
                 talk

           •     Web 2.0 designs social applications for a flourishing culture
                 of new content, new navigation, new audiences, new
                 relationships, new purposes and uses

                •      A shift to transactions as ongoing communication

                •      A shift of focus from user practices to social practices

                •      Emphasis on social practices as byproduct of design and
                       informed, not controlled, by design

by Adrian Chan, 2007                          Gravity7
SxD in theory




by Adrian Chan, 2007   Gravity7
Main concepts	
           •     Users of social media have:

                •      the ability to become self-involved online, and to relate
                       through social media to others (mediated presence)

                •      expectations of future interaction (commitment)

                •      a sense of self and a (self) perception of how they look to
                       others (validation)

                •      an intention to sharing their professional and/or personal
                       interests (social motivation)

                •      relationships they maintain online (social networks)

                •      trust and confidence in the system (competence)

by Adrian Chan, 2007                          Gravity7
Interactions = Social
           •     Conventional user interaction and user interface approaches
                 address the user’s interaction with the device



           •     The designer designs the screen

                •      The interaction is User—Software



           •     The Social Interaction Designer also designs beyond screen

                •      The interaction of User—Software —User



by Adrian Chan, 2007                       Gravity7
User Needs = Interests
           •     Shift from task and goal-oriented transactions common to
                 traditional software use.

                •      Non-social software: users have needs

                •      Social media: users have interests

           •     Social media are relational media: users are interested social
                 participants

           •     Users not satisfied by success in discrete transactions and
                 actions, as in non-social software

           •     Users sustain interest in own participation

           •     Social media: emphasis on sustaining participation,
                 communication, and interest
by Adrian Chan, 2007                         Gravity7
User Needs = Interests
           •     The user’s psychological interests include acknowledgment,
                 recognition, membership, attention, respect, attraction,
                 citation, compliments, pleasure, self- satisfaction, popularity,
                 etc, and the avoidance of risk, failure, embarrassment,
                 disappointment, etc.

           •     The user’s communicative interests include visibility,
                 attention, organization of place and form of communication,
                 etc.




by Adrian Chan, 2007                        Gravity7
The mediation
           •     Technical media transform talk in significant ways

           •     Modern technologies permit us to transcend physical
                 presence and stretch relationships across time and space

           •     Social encounters, as communication in (inter)action is
                 disembedded from place and time

           •     Communication is not an immediate and direct handling of
                 statements and relationship

           •     But is mediated and indirect transposition through a means of
                 production and distribution

           •     Online social interaction is a mediated, compressed, and
                 asynchronous experience

by Adrian Chan, 2007                      Gravity7
The communicative
           •     The medium screens out affective and communicative face to
                 face cues

           •     Its mediation of communication decouples the utterance
                 from the act of uttering

                •      Communication is captured and re-presented using text,
                       images, video, audio

           •     Interaction is decoupled from its performance

                •      Interaction is captured and re-mediated asynchronously




by Adrian Chan, 2007                        Gravity7
The sociological
           •     Our understanding of user behavior and social practices
                 benefits from the insights of psychology, communication, and
                 social theories

           •     Online social interactions are a new kind of talk

           •     The social is a figment and an effect of individual user
                 contributions

           •     It is observed, tracked, and re-presented through usage and
                 data

           •     The togetherness of social media is simultaneous and co-
                 present but always interrupted, stretched, disassociated

           •     Social forces and power are transformed by mediation

by Adrian Chan, 2007                      Gravity7
The psychological
           •     Psychological views of identity, the Self, interpersonal
                 relationships, and the organization of social encounters
                 provide key insights

           •     Psychology offers insights into how users relate to others, be
                 they familiar or unfamiliar

           •     Is valuable to understanding the user’s interest in private and
                 public relationships and communication

           •     Helps us to value the ways in which users fashion themselves
                 through their online profiles and contributions

           •     And how they might become engaged in perceptions,
                 projections, anticipations, and expectations

by Adrian Chan, 2007                       Gravity7
The temporal
           •     Social media organize time

           •     Our experience of social time is episodic, eventful, and has
                 duration

           •     In communication, it may be deferred, interrupted, stretched,
                 or cut off

           •     We relate to this kind of time with anticipation and
                 expectation

           •     Social activity is temporal, has pacing and rhythm, speed and
                 intensity

           •     Any social technology structures time and is fast, slow, near,
                 far, and so on

by Adrian Chan, 2007                       Gravity7
The paradigm




by Adrian Chan, 2007   Gravity7
Shift of paradigm
           •     From individual users to social practices

           •     User provides content, and content is people

           •     Grounded in the personal, biographical, and the everyday

           •     Personally and socially meaningful activities and mediated
                 forms of talk and interaction

           •     New modes of organizing attention

           •     New forms of value and differentiation

           •     New channels for messaging

           •     New means of capturing audiences

by Adrian Chan, 2007                      Gravity7
The Social Paradigm
           •     User as a social Self

           •     User as self-interested and interested in others

           •     All activity is social (visible to some others)

           •     Interaction is Participation

           •     Participation is a form of talk

           •     Talk has new forms and languages

           •     New forms include posts, comments, reviews, ratings,
                 gestures and tokens, votes, links, badges, video

           •     New forms are distributable and communicable

by Adrian Chan, 2007                        Gravity7
Social is represented
           •     Social media must create and represent social interaction
                 and community

           •     There are no direct faces or interactions -- only text, images,
                 video, audio, and structured activities captured in media of
                 re-presentation

           •     Users behave according to what they believe is going on and
                 what they believe matters to the audience

           •     Users establish a relation to the audience and community
                 based on its users, themes, and identity




by Adrian Chan, 2007                       Gravity7
Social Interaction
           •     In any social encounter a participant seeks to know:

                •      What’s going on?

           •     If the interaction is familiar, s/he will have a sense of:

                •      How to proceed

                •      What to do next

           •     Users of social media obtain this from the participation of
                 others on the site




by Adrian Chan, 2007                         Gravity7
It’s all talk
           •     Talk is addressed to an audience, of one, two, a group, or a
                 public

           •     Codes and forms of talk organize social media

           •     Talk is direct (to addressee) or indirect (in front of audience)

           •     Communication technology publishes and archives pages,
                 posts, comments, and media

           •     Interaction technology captures and transmits direct
                 interactions: IM, direct messaging,




by Adrian Chan, 2007                       Gravity7
Themes
           •     The identity of a social media service is thematic

           •     Themes communicate What’s Going On which tells users
                 How to proceed

           •     Career networking and passive job search

                •      Dating and flirting

                •      Verticals: music, movies, books, pets

                •      Shopping, reviewing, “best of” and “new”

                •      Classifieds, listings, marketplaces

                •      News, feeds, press, blog coverage

by Adrian Chan, 2007                          Gravity7
Activities are Social
           •     Social media are designed around social activities

           •     Activities structure the talk and the action

           •     Activities use participants, context, themes

           •     These organize who talks, about what, what happens, when
                 and how frequently, for how long

           •     All of which must be represented meaningfully

           •     And which must be self-sustaining and alive




by Adrian Chan, 2007                       Gravity7
Actions are social
           •     Social action common to social media is linguistic,
                 communicative, representative, attention-getting, inviting,
                 participatory, and responsive

           •     These are social acts and action (organized in activities)

                •      Ask, question, query, solicit, hint, wink, imply...

                •      Recommend, suggest, offer, declare, promote, advertise...

                •      Review, opinionate, show off, rant, challenge....

                •      Rate, rank, affirm, confirm, accept, approve....

                •      Favorite, tag, bookmark, link, share....


by Adrian Chan, 2007                            Gravity7
Assembling audiences
           •     Social media capture audiences

           •     Their challenge is to produce active and participating
                 audiences

           •     Around themed, topical, product or market-oriented content

           •     That is largely produced and consumed by the system’s
                 members




by Adrian Chan, 2007                      Gravity7
Organization
           •     The system organizes interaction through its

                •      Presentation of users (personal, professional, etc.)

                •      Their contributions (conversation, opinions,
                       announcements, etc.)

                •      Layout and navigation (focus on people, posts, media, etc.)

                •      Use of representations and visual languages (tokens, icons,
                       gifts, products, lists, etc.)

                •      Management of time (fast, slow, ephemeral, archived, etc.)

                •      Representation of collective use and community


by Adrian Chan, 2007                          Gravity7
Forms
           •     Social media borrow from common cultural forms

                •      Fashion, news, politics, entertainment, etc.

           •     These forms arrange and organize information, events, and
                 participation

                •      Which organize how we talk about and show: success,
                       celebrity, popularity, news, trends, relevance, etc.

           •     Each social media system is unique in its forms of talk and
                 formats of representation




by Adrian Chan, 2007                          Gravity7
People are Content	
           •     Social media make users visible through their contributions

           •     They structure those contributions so that the system
                 reproduces itself out of its own participating members

                •      Communication is content

                •      Contributions communicate

                •      Contributions create navigation

                •      Social navigation communicates




by Adrian Chan, 2007                        Gravity7
Engagement
           •     Social media engage not just by capturing attention but by
                 engaging the psychological: users become self-engaged

                •      Users are interested in their appeal to others

                •      Users are sensitive to audience response

                •      Users are interested in their success and popularity

                •      Users seek acknowledgment and reciprocity

           •     All of which motivate their participation




by Adrian Chan, 2007                         Gravity7
Presentation of Self
           •     The user’s participation in online media is informed by his or
                 her sense of self and self image

           •     Individual users actively create, maintain, tweak, and monitor
                 their online Self

           •     They have a self interest in seeing their online presence
                 acknowledged and reflected

           •     They use social media as an extension of themselves, often
                 telling about and narrating biographical details and reflecting
                 how they would like to be seen

           •     May be sensitive to self image, self perception,
                 acknowledgment, status, position, success, and so on

by Adrian Chan, 2007                       Gravity7
Social Presence
           •     Social presence is about seeing and being seen

           •     Any social presence sets up the need to negotiate and handle
                 presence availability (to others)

           •     Presence can be maintained with a persistent online profile

           •     Messaging and updating lend presence greater immediacy

           •     Presence tools vary in their organization of self talk, updates,
                 distribution

           •     Presence tools vary in their handling of interaction,
                 communication, and availability



by Adrian Chan, 2007                       Gravity7
Paradoxes
           •     Social = anti-social

           •     Communication = non-communicative

           •     Self = Self Image

           •     Other = Imagined Other

           •     Presence = Absence

           •     Identity = Changing

           •     Personal tastes are highly social

           •     Utility can be useless



by Adrian Chan, 2007                       Gravity7
Practicing SxD




by Adrian Chan, 2007   Gravity7
SxD: The palette
           •     Design of the UI for social interface

           •     Design of the application for social interaction

           •     Design of communication for user generted content

           •     Design of navigation for social and cultural tastes

           •     Design of content modules for social navigation

           •     Design of interaction elements for social practices

           •     Design of media types for new forms of communication

           •     Design of interaction tools for new kinds of social practices



by Adrian Chan, 2007                       Gravity7
Functional dysfunction
           •     What functions is sometimes dysfunctional from a
                 conventional software perspective

           •     Communication and interaction are more than efficiency,
                 effectiveness, and success

           •     What is ambiguous compels

           •     What is withheld piques curiosity

           •     What is deferred sustains interest

           •     What is substituted feeds the imagination

           •     What is unclear solicits communication and help


by Adrian Chan, 2007                      Gravity7
Design levers
           •     Design of the screen (first order) shapes overall user activity
                 and community (second order)

           •     Social interaction design anticipates second order effects and
                 outcomes of UI, IA, interaction design choices

           •     Social interaction design is indirect, informing, structuring,
                 ordering, and arranging

           •     Individual user actions and activities add up to social
                 practices

           •     It’s the interactions among users that design informs

           •     Social interaction design is the application of levers to steer
                 and guide emerging social practices

by Adrian Chan, 2007                        Gravity7
Users Own It
           •     The social media application platform is not in our hands —
                 it must be handed over to users and the community of users

           •     Shift of thinking from “what it does” to “what users do with
                 it”

           •     Users need to feel that it is theirs, need to own it and their
                 relationship to it

           •     Create the system so that it can become what it will mean
                 to each user, and as a result, service the community




by Adrian Chan, 2007                       Gravity7
Attention economies
           •     The attention economy addresses online activity

           •     It wants to capture user interest and attention

           •     But it is difficult to measure attention as a quantity

                •      does the user communicate it? to whom? how often?

                •      does the user respect and like it? really? how much?

                •      does the user return for more of it? frequently? for the
                       same amount?

           •     Attention spent on a brand, a thing, event, or even an idea
                 belongs to one kind of attention economy


by Adrian Chan, 2007                         Gravity7
Attention economies
           •     On social media, the economy of attention is measured by
                 interest

           •     Attention in social terms is quantity but also quality

           •     Interest in social terms is not a thing, it’s a relation

           •     Relations have intensities, direction, flux

           •     The attention that matters in social media can include:

                •      communicability; taste and preference; leadership and
                       deference; trust and respect; authority and credibility; etc.




by Adrian Chan, 2007                          Gravity7
Call to action
           •     Call to action is not always the conventional call to action

                •      call to action is social

                •      is often contributed (written, posted) by users

                •      can be a call to interaction

                •      can be a call to participation

                •      can be a call to communication

                •      can be a call on the attention of other users

           •     Galvanize users to continue to create content that serves to
                 mobilize others to do the same

by Adrian Chan, 2007                              Gravity7
Appealing to the Other
           •     Social media content must help users appeal to each other

                •      Personal style, online profile, character and personality

                •      Appearance, looks, pictures, poses, qualities

                •      Knowledge, know-how, expertise, credibility

                •      Informal social position by friends, network, popularity,
                       testimonials, compliments

                •      Formal social position by profession, rank, status,
                       accreditation, employer

                •      Social capital by value to users and community


by Adrian Chan, 2007                          Gravity7
Common practices
           •     Social practices emerge on social media as use becomes
                 another way of maintaining and participating in relationships

                •      Tell by posting

                •      Show by uploading

                •      Talk by commenting

                •      Seek by querying

                •      Ask by questioning

                •      Opinionate by blogging

                •      Associate by tagging

by Adrian Chan, 2007                          Gravity7
Types of talk
           •     Different kinds of talk form different social practices,
                 identifiable by their common interactions, balance of private
                 and public, levels of participation, etiquette, seriousness,
                 formality, and more

           •     They shape the degree to which users refer to and involve
                 themselves as real people in communication

                •      Confessions, biographical and personal profiles

                •      Flirtations, compliments, friending,

                •      Advice, recommendations, reviews

                •      Opinions and discussions


by Adrian Chan, 2007                          Gravity7
Windows and Views
           •     Views of information, stats, traffic, and activity measure,
                 describe, and show user and audience participation.

                •      Views create aggregate perspective

                •      Users look at views

           •     Windows containing user generated content are a selection
                 of relevant contents

                •      Windows contain

                •      Users look through windows

           •     Users take interest in others

                •      clickthroughs, rating, favoriting, friending, tagging, etc
by Adrian Chan, 2007                            Gravity7
Reflections and Mirrors
           •     Social media show users their own activity back to them

           •     Reflections show users their presence to others

                •      Users are interested in how they appear and how they
                       appear to others

           •     Mirrors show users their reflection

                •      Users need to see themselves represented

           •     Users take interest in themselves

                •      numbers, ranking, ratings, votes, friends, testimonials, lists,
                       gestures, winks, compliments all reflect upon the user


by Adrian Chan, 2007                           Gravity7
System Feedback
           •     It’s necessary to show users their own actions, particularly
                 the social consequences and reception of their actions

           •     Users need to establish trust in the system’s own functions
                 and features

           •     Users want to feel competent users of the system

           •     The system’s feedback is confirmation of their actions and
                 recognition of their competence

           •     Much system feedback is provided by other users, displayed
                 and organized by design




by Adrian Chan, 2007                      Gravity7
Transference
           •     In the absence of immediate response and reaction to user
                 participation, users invent and project their interpretations
                 and assumptions

           •     Self involvement and involvement in others is mediated and
                 engages projection and introspection

           •     Projective: seeing

                •      Commenting, rating, digging, favoriting, tagging

           •     Introspective: being seen

                •      Blogging, recording video performances, journaling, profile
                       maintenance and tweaking


by Adrian Chan, 2007                          Gravity7
Projection
           •     Users will project the other’s intentions, motives, interests,
                 desires, skills, and other attributes based in part on what they
                 hope for or wish to see

           •     Users particularly project into ambiguity and communication
                 and when user identities are concealed or only partially
                 revealed

           •     Projection can result in users over-communicating and over-
                 compensating

           •     Projection may be more Other-oriented




by Adrian Chan, 2007                       Gravity7
Introspection
           •     Some social media user practices primarily engage the user
                 with him or herself

           •     In these kinds of activities, users become involved in their
                 own ideas, perceptions, interpretations, and assumptions

           •     Introspection can result in users engaging primarily in telling
                 about themselves and crafting an online persona

           •     Introspective activities may appear as a distant and anti-social
                 performance

           •     Introspection may be more Self-oriented




by Adrian Chan, 2007                       Gravity7
Social networking
           •     Social networks are the maintenance and sustaining of
                 personal and professional relationships on social media

           •     Social networks limit content access to known, familiar, and
                 trusted associations

           •     Relationships embody trust in the first degree

           •     Relationships extend confidence in the second degree

           •     Social networks expand content access while limiting results




by Adrian Chan, 2007                      Gravity7
Distribution
           •     Some social media are built as destination sites and “walled
                 city” domains

           •     Some social media extend their presence through widgets,
                 badges, and shared data beyond their domain

                •      to the desktop

                •      to mobile

                •      to other networked devices




by Adrian Chan, 2007                       Gravity7
Folksonomies
           •     Flat and non-hierarchical navigation through content
                 categories, labels, and tags that reflect their popularity in use

           •     Self-reinforcing associations as use by communities of users
                 privilege tags used most

           •     Provide a view of the values and selections most popular
                 among users

           •     Permit change and news to continually reach the surface

           •     Are a snapshot in time and are thus current




by Adrian Chan, 2007                       Gravity7
Mini Me-dia
           •     Mass media inform the content and organization of social
                 media

           •     Cultural and social references and presentations are readily
                 available in the mass media and by virtue of digital
                 distribution are easily quoted and repurposed

           •     Social media are user-centric

                •      Personal is news

                •      Person is privileged

                •      Personality is popular



by Adrian Chan, 2007                            Gravity7
Trends: to date
           •     Web 1.0: publishing

                •      information was evergreen

                •      users browsed and searched

           •     Web 2.0: I can publish too

                •      users create their own home pages

                •      and socialize them with friends

           •     Web 3.0+: we talk

                •      the web goes social

                •      communication is embedded in all web, distributed to all
                       devices
by Adrian Chan, 2007                         Gravity7
Trends: the future
           •     Faster and lighter applications and tools

           •     Higher presence and immediacy of the user

           •     Niche social networks

           •     Fewer new attempts at all-in-one destinations

           •     Branded social media and social media brands

           •     Recognition by mass media, increasing assimilation and
                 integration

           •     Distributed and widgetized

           •     Non-browser based apps widgets and mobile

by Adrian Chan, 2007                      Gravity7

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Social Interaction Design: An Introduction to SxD

  • 1. Social Interaction Design An Introduction to SxD Adrian Chan Gravity7.com
  • 2. What is SxD? • Design of social media • Involves all web design disciplines: User Interface, Interaction design, Experience design, Information Architecture • Social media include networked applications that permit direct and indirect, private and public communication and interaction • Social media platforms may be computer-based or mobile, even game platforms • They engage the participation of users • User participation produces mediated social practices by Adrian Chan, 2007 Gravity7
  • 3. Social media • Social media are reshaping the marketplace for information and knowledge, goods and services • They supplement marketplaces with the power of communication • Communication unfolds in the form of conversations of varying depth, reach, and speed • Relationships inform the availability and value of information • All of which is changing the way our culture produces and consumes value • And presents a challenge to mass media and the organization of conventional media-based marketplaces by Adrian Chan, 2007 Gravity7
  • 4. Social media • Social media are not just websites, but are dynamic social systems • Their User Interface is a Social Interface • Their content is people • Their people are contributors • Their contributions communicate • That communication is a form of talk • That talk is informed by design by Adrian Chan, 2007 Gravity7
  • 5. The trade: Social Media by Adrian Chan, 2007 Gravity7
  • 6. Socializing Media • Social media = paradigm shift in marketing and advertising • consumers participate in production and messaging • messages are their own, and have authenticity • using their relationships and social networks for communication • on the basis of their own interests • How social media structure and organize talk changes branding, marketing, and advertising • At stake is how markets produce and consume value by Adrian Chan, 2007 Gravity7
  • 7. Socializing Markets • Social media cultivate culture • Social media socialize consumption • Social media democratize production • Social media proliferate communication • Social media network audiences • Social media relationize connections by Adrian Chan, 2007 Gravity7
  • 8. How is SxD different? • Social Interaction Design approaches social media are “talk systems” • SxD shapes, informs, organizes, structures, and arranges this talk • Web 2.0 designs social applications for a flourishing culture of new content, new navigation, new audiences, new relationships, new purposes and uses • A shift to transactions as ongoing communication • A shift of focus from user practices to social practices • Emphasis on social practices as byproduct of design and informed, not controlled, by design by Adrian Chan, 2007 Gravity7
  • 9. SxD in theory by Adrian Chan, 2007 Gravity7
  • 10. Main concepts • Users of social media have: • the ability to become self-involved online, and to relate through social media to others (mediated presence) • expectations of future interaction (commitment) • a sense of self and a (self) perception of how they look to others (validation) • an intention to sharing their professional and/or personal interests (social motivation) • relationships they maintain online (social networks) • trust and confidence in the system (competence) by Adrian Chan, 2007 Gravity7
  • 11. Interactions = Social • Conventional user interaction and user interface approaches address the user’s interaction with the device • The designer designs the screen • The interaction is User—Software • The Social Interaction Designer also designs beyond screen • The interaction of User—Software —User by Adrian Chan, 2007 Gravity7
  • 12. User Needs = Interests • Shift from task and goal-oriented transactions common to traditional software use. • Non-social software: users have needs • Social media: users have interests • Social media are relational media: users are interested social participants • Users not satisfied by success in discrete transactions and actions, as in non-social software • Users sustain interest in own participation • Social media: emphasis on sustaining participation, communication, and interest by Adrian Chan, 2007 Gravity7
  • 13. User Needs = Interests • The user’s psychological interests include acknowledgment, recognition, membership, attention, respect, attraction, citation, compliments, pleasure, self- satisfaction, popularity, etc, and the avoidance of risk, failure, embarrassment, disappointment, etc. • The user’s communicative interests include visibility, attention, organization of place and form of communication, etc. by Adrian Chan, 2007 Gravity7
  • 14. The mediation • Technical media transform talk in significant ways • Modern technologies permit us to transcend physical presence and stretch relationships across time and space • Social encounters, as communication in (inter)action is disembedded from place and time • Communication is not an immediate and direct handling of statements and relationship • But is mediated and indirect transposition through a means of production and distribution • Online social interaction is a mediated, compressed, and asynchronous experience by Adrian Chan, 2007 Gravity7
  • 15. The communicative • The medium screens out affective and communicative face to face cues • Its mediation of communication decouples the utterance from the act of uttering • Communication is captured and re-presented using text, images, video, audio • Interaction is decoupled from its performance • Interaction is captured and re-mediated asynchronously by Adrian Chan, 2007 Gravity7
  • 16. The sociological • Our understanding of user behavior and social practices benefits from the insights of psychology, communication, and social theories • Online social interactions are a new kind of talk • The social is a figment and an effect of individual user contributions • It is observed, tracked, and re-presented through usage and data • The togetherness of social media is simultaneous and co- present but always interrupted, stretched, disassociated • Social forces and power are transformed by mediation by Adrian Chan, 2007 Gravity7
  • 17. The psychological • Psychological views of identity, the Self, interpersonal relationships, and the organization of social encounters provide key insights • Psychology offers insights into how users relate to others, be they familiar or unfamiliar • Is valuable to understanding the user’s interest in private and public relationships and communication • Helps us to value the ways in which users fashion themselves through their online profiles and contributions • And how they might become engaged in perceptions, projections, anticipations, and expectations by Adrian Chan, 2007 Gravity7
  • 18. The temporal • Social media organize time • Our experience of social time is episodic, eventful, and has duration • In communication, it may be deferred, interrupted, stretched, or cut off • We relate to this kind of time with anticipation and expectation • Social activity is temporal, has pacing and rhythm, speed and intensity • Any social technology structures time and is fast, slow, near, far, and so on by Adrian Chan, 2007 Gravity7
  • 19. The paradigm by Adrian Chan, 2007 Gravity7
  • 20. Shift of paradigm • From individual users to social practices • User provides content, and content is people • Grounded in the personal, biographical, and the everyday • Personally and socially meaningful activities and mediated forms of talk and interaction • New modes of organizing attention • New forms of value and differentiation • New channels for messaging • New means of capturing audiences by Adrian Chan, 2007 Gravity7
  • 21. The Social Paradigm • User as a social Self • User as self-interested and interested in others • All activity is social (visible to some others) • Interaction is Participation • Participation is a form of talk • Talk has new forms and languages • New forms include posts, comments, reviews, ratings, gestures and tokens, votes, links, badges, video • New forms are distributable and communicable by Adrian Chan, 2007 Gravity7
  • 22. Social is represented • Social media must create and represent social interaction and community • There are no direct faces or interactions -- only text, images, video, audio, and structured activities captured in media of re-presentation • Users behave according to what they believe is going on and what they believe matters to the audience • Users establish a relation to the audience and community based on its users, themes, and identity by Adrian Chan, 2007 Gravity7
  • 23. Social Interaction • In any social encounter a participant seeks to know: • What’s going on? • If the interaction is familiar, s/he will have a sense of: • How to proceed • What to do next • Users of social media obtain this from the participation of others on the site by Adrian Chan, 2007 Gravity7
  • 24. It’s all talk • Talk is addressed to an audience, of one, two, a group, or a public • Codes and forms of talk organize social media • Talk is direct (to addressee) or indirect (in front of audience) • Communication technology publishes and archives pages, posts, comments, and media • Interaction technology captures and transmits direct interactions: IM, direct messaging, by Adrian Chan, 2007 Gravity7
  • 25. Themes • The identity of a social media service is thematic • Themes communicate What’s Going On which tells users How to proceed • Career networking and passive job search • Dating and flirting • Verticals: music, movies, books, pets • Shopping, reviewing, “best of” and “new” • Classifieds, listings, marketplaces • News, feeds, press, blog coverage by Adrian Chan, 2007 Gravity7
  • 26. Activities are Social • Social media are designed around social activities • Activities structure the talk and the action • Activities use participants, context, themes • These organize who talks, about what, what happens, when and how frequently, for how long • All of which must be represented meaningfully • And which must be self-sustaining and alive by Adrian Chan, 2007 Gravity7
  • 27. Actions are social • Social action common to social media is linguistic, communicative, representative, attention-getting, inviting, participatory, and responsive • These are social acts and action (organized in activities) • Ask, question, query, solicit, hint, wink, imply... • Recommend, suggest, offer, declare, promote, advertise... • Review, opinionate, show off, rant, challenge.... • Rate, rank, affirm, confirm, accept, approve.... • Favorite, tag, bookmark, link, share.... by Adrian Chan, 2007 Gravity7
  • 28. Assembling audiences • Social media capture audiences • Their challenge is to produce active and participating audiences • Around themed, topical, product or market-oriented content • That is largely produced and consumed by the system’s members by Adrian Chan, 2007 Gravity7
  • 29. Organization • The system organizes interaction through its • Presentation of users (personal, professional, etc.) • Their contributions (conversation, opinions, announcements, etc.) • Layout and navigation (focus on people, posts, media, etc.) • Use of representations and visual languages (tokens, icons, gifts, products, lists, etc.) • Management of time (fast, slow, ephemeral, archived, etc.) • Representation of collective use and community by Adrian Chan, 2007 Gravity7
  • 30. Forms • Social media borrow from common cultural forms • Fashion, news, politics, entertainment, etc. • These forms arrange and organize information, events, and participation • Which organize how we talk about and show: success, celebrity, popularity, news, trends, relevance, etc. • Each social media system is unique in its forms of talk and formats of representation by Adrian Chan, 2007 Gravity7
  • 31. People are Content • Social media make users visible through their contributions • They structure those contributions so that the system reproduces itself out of its own participating members • Communication is content • Contributions communicate • Contributions create navigation • Social navigation communicates by Adrian Chan, 2007 Gravity7
  • 32. Engagement • Social media engage not just by capturing attention but by engaging the psychological: users become self-engaged • Users are interested in their appeal to others • Users are sensitive to audience response • Users are interested in their success and popularity • Users seek acknowledgment and reciprocity • All of which motivate their participation by Adrian Chan, 2007 Gravity7
  • 33. Presentation of Self • The user’s participation in online media is informed by his or her sense of self and self image • Individual users actively create, maintain, tweak, and monitor their online Self • They have a self interest in seeing their online presence acknowledged and reflected • They use social media as an extension of themselves, often telling about and narrating biographical details and reflecting how they would like to be seen • May be sensitive to self image, self perception, acknowledgment, status, position, success, and so on by Adrian Chan, 2007 Gravity7
  • 34. Social Presence • Social presence is about seeing and being seen • Any social presence sets up the need to negotiate and handle presence availability (to others) • Presence can be maintained with a persistent online profile • Messaging and updating lend presence greater immediacy • Presence tools vary in their organization of self talk, updates, distribution • Presence tools vary in their handling of interaction, communication, and availability by Adrian Chan, 2007 Gravity7
  • 35. Paradoxes • Social = anti-social • Communication = non-communicative • Self = Self Image • Other = Imagined Other • Presence = Absence • Identity = Changing • Personal tastes are highly social • Utility can be useless by Adrian Chan, 2007 Gravity7
  • 36. Practicing SxD by Adrian Chan, 2007 Gravity7
  • 37. SxD: The palette • Design of the UI for social interface • Design of the application for social interaction • Design of communication for user generted content • Design of navigation for social and cultural tastes • Design of content modules for social navigation • Design of interaction elements for social practices • Design of media types for new forms of communication • Design of interaction tools for new kinds of social practices by Adrian Chan, 2007 Gravity7
  • 38. Functional dysfunction • What functions is sometimes dysfunctional from a conventional software perspective • Communication and interaction are more than efficiency, effectiveness, and success • What is ambiguous compels • What is withheld piques curiosity • What is deferred sustains interest • What is substituted feeds the imagination • What is unclear solicits communication and help by Adrian Chan, 2007 Gravity7
  • 39. Design levers • Design of the screen (first order) shapes overall user activity and community (second order) • Social interaction design anticipates second order effects and outcomes of UI, IA, interaction design choices • Social interaction design is indirect, informing, structuring, ordering, and arranging • Individual user actions and activities add up to social practices • It’s the interactions among users that design informs • Social interaction design is the application of levers to steer and guide emerging social practices by Adrian Chan, 2007 Gravity7
  • 40. Users Own It • The social media application platform is not in our hands — it must be handed over to users and the community of users • Shift of thinking from “what it does” to “what users do with it” • Users need to feel that it is theirs, need to own it and their relationship to it • Create the system so that it can become what it will mean to each user, and as a result, service the community by Adrian Chan, 2007 Gravity7
  • 41. Attention economies • The attention economy addresses online activity • It wants to capture user interest and attention • But it is difficult to measure attention as a quantity • does the user communicate it? to whom? how often? • does the user respect and like it? really? how much? • does the user return for more of it? frequently? for the same amount? • Attention spent on a brand, a thing, event, or even an idea belongs to one kind of attention economy by Adrian Chan, 2007 Gravity7
  • 42. Attention economies • On social media, the economy of attention is measured by interest • Attention in social terms is quantity but also quality • Interest in social terms is not a thing, it’s a relation • Relations have intensities, direction, flux • The attention that matters in social media can include: • communicability; taste and preference; leadership and deference; trust and respect; authority and credibility; etc. by Adrian Chan, 2007 Gravity7
  • 43. Call to action • Call to action is not always the conventional call to action • call to action is social • is often contributed (written, posted) by users • can be a call to interaction • can be a call to participation • can be a call to communication • can be a call on the attention of other users • Galvanize users to continue to create content that serves to mobilize others to do the same by Adrian Chan, 2007 Gravity7
  • 44. Appealing to the Other • Social media content must help users appeal to each other • Personal style, online profile, character and personality • Appearance, looks, pictures, poses, qualities • Knowledge, know-how, expertise, credibility • Informal social position by friends, network, popularity, testimonials, compliments • Formal social position by profession, rank, status, accreditation, employer • Social capital by value to users and community by Adrian Chan, 2007 Gravity7
  • 45. Common practices • Social practices emerge on social media as use becomes another way of maintaining and participating in relationships • Tell by posting • Show by uploading • Talk by commenting • Seek by querying • Ask by questioning • Opinionate by blogging • Associate by tagging by Adrian Chan, 2007 Gravity7
  • 46. Types of talk • Different kinds of talk form different social practices, identifiable by their common interactions, balance of private and public, levels of participation, etiquette, seriousness, formality, and more • They shape the degree to which users refer to and involve themselves as real people in communication • Confessions, biographical and personal profiles • Flirtations, compliments, friending, • Advice, recommendations, reviews • Opinions and discussions by Adrian Chan, 2007 Gravity7
  • 47. Windows and Views • Views of information, stats, traffic, and activity measure, describe, and show user and audience participation. • Views create aggregate perspective • Users look at views • Windows containing user generated content are a selection of relevant contents • Windows contain • Users look through windows • Users take interest in others • clickthroughs, rating, favoriting, friending, tagging, etc by Adrian Chan, 2007 Gravity7
  • 48. Reflections and Mirrors • Social media show users their own activity back to them • Reflections show users their presence to others • Users are interested in how they appear and how they appear to others • Mirrors show users their reflection • Users need to see themselves represented • Users take interest in themselves • numbers, ranking, ratings, votes, friends, testimonials, lists, gestures, winks, compliments all reflect upon the user by Adrian Chan, 2007 Gravity7
  • 49. System Feedback • It’s necessary to show users their own actions, particularly the social consequences and reception of their actions • Users need to establish trust in the system’s own functions and features • Users want to feel competent users of the system • The system’s feedback is confirmation of their actions and recognition of their competence • Much system feedback is provided by other users, displayed and organized by design by Adrian Chan, 2007 Gravity7
  • 50. Transference • In the absence of immediate response and reaction to user participation, users invent and project their interpretations and assumptions • Self involvement and involvement in others is mediated and engages projection and introspection • Projective: seeing • Commenting, rating, digging, favoriting, tagging • Introspective: being seen • Blogging, recording video performances, journaling, profile maintenance and tweaking by Adrian Chan, 2007 Gravity7
  • 51. Projection • Users will project the other’s intentions, motives, interests, desires, skills, and other attributes based in part on what they hope for or wish to see • Users particularly project into ambiguity and communication and when user identities are concealed or only partially revealed • Projection can result in users over-communicating and over- compensating • Projection may be more Other-oriented by Adrian Chan, 2007 Gravity7
  • 52. Introspection • Some social media user practices primarily engage the user with him or herself • In these kinds of activities, users become involved in their own ideas, perceptions, interpretations, and assumptions • Introspection can result in users engaging primarily in telling about themselves and crafting an online persona • Introspective activities may appear as a distant and anti-social performance • Introspection may be more Self-oriented by Adrian Chan, 2007 Gravity7
  • 53. Social networking • Social networks are the maintenance and sustaining of personal and professional relationships on social media • Social networks limit content access to known, familiar, and trusted associations • Relationships embody trust in the first degree • Relationships extend confidence in the second degree • Social networks expand content access while limiting results by Adrian Chan, 2007 Gravity7
  • 54. Distribution • Some social media are built as destination sites and “walled city” domains • Some social media extend their presence through widgets, badges, and shared data beyond their domain • to the desktop • to mobile • to other networked devices by Adrian Chan, 2007 Gravity7
  • 55. Folksonomies • Flat and non-hierarchical navigation through content categories, labels, and tags that reflect their popularity in use • Self-reinforcing associations as use by communities of users privilege tags used most • Provide a view of the values and selections most popular among users • Permit change and news to continually reach the surface • Are a snapshot in time and are thus current by Adrian Chan, 2007 Gravity7
  • 56. Mini Me-dia • Mass media inform the content and organization of social media • Cultural and social references and presentations are readily available in the mass media and by virtue of digital distribution are easily quoted and repurposed • Social media are user-centric • Personal is news • Person is privileged • Personality is popular by Adrian Chan, 2007 Gravity7
  • 57. Trends: to date • Web 1.0: publishing • information was evergreen • users browsed and searched • Web 2.0: I can publish too • users create their own home pages • and socialize them with friends • Web 3.0+: we talk • the web goes social • communication is embedded in all web, distributed to all devices by Adrian Chan, 2007 Gravity7
  • 58. Trends: the future • Faster and lighter applications and tools • Higher presence and immediacy of the user • Niche social networks • Fewer new attempts at all-in-one destinations • Branded social media and social media brands • Recognition by mass media, increasing assimilation and integration • Distributed and widgetized • Non-browser based apps widgets and mobile by Adrian Chan, 2007 Gravity7